stingfish74 0 Posted November 15, 2005 hello, i recently DL's and installed GMR_exploMOD. However, when i play the test mission, i have great explosions and sound including bullets flying etc. - it's wonderful but when i build my own mission and use addons like RF armory and RHS soldiers, when the battle starts, all seems to be the same as if the GMR_exploMOD was never installed. i placed the folder in in OFP dir, extracted the correct config and added the file path to my shortcut. is this addon not compatible with the other mods i am running like ECP? below is example of my shortcut. the mod1 and mod2 etc folders contain the same popular mods you probably use, i just only keey about 600mb in each to hopefullt reduce low fps. "C:\Program Files\Codemasters\Operation Flashpoint\FLASHPOINTRESISTANCE.EXE" -nomap -nosplash -mod=@ECP -mod=@Y2K3 -mod=@mod1 -mod=@mod2 -mod=@mod3 -mod=@mod4 -mod@GMR_exploMOD Share this post Link to post Share on other sites
Pappy Boyington 0 Posted November 15, 2005 you cant run mods together like that. your running 3 relacment mods at the same time. ECP, Y2K3, and GMR. wont work. its one or the other. so you know: Y2K3 uses the GMR explosion mod in it by default since noone else wanted it. Share this post Link to post Share on other sites
Shinbusan 0 Posted November 15, 2005 But he runs GMR on the end, so I guess it works there (other are overwritten). I do not know this mod, but maybe like a lot other you need to add some code in init line for every not-BIS unit. Or just make trigger which do it for you... I am just guessing. Share this post Link to post Share on other sites
wheres my rabbit ? 10 Posted November 15, 2005 ecp used gmr explosions as a base Share this post Link to post Share on other sites